Weaponsmith Archive
Thread: how SOE *could* have made the crafting patch work
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Xieflow
Fri Apr 02, 2004 10:02 am
#1
Two things could have made the patch work :
Have the system take into account the maximum value on gated resources. IE: If you are making something with plumbum iron (which cannot get a CO over a hundred something), it would use that hundred something as the CO max for the plumbum in the calculations, and not 1,000
And
Make it where a master can "max out" at two points less than the EXP they get at master. This way there is still room for variation between weaponsmiths who aren't +20 to exp, while still giving those with +20 to exp a noticeable bonus.
Those were the two biggest complaints with the crafting nerf :
Because of gated resources, it would make things like Advanced Rifle Barrels next to useless (a minor damage increase with a minor speed loss isn't enough to make it worth the resources, but when I can dump my extra points into accuracy, too, it makes 'em worthwhile)
The patch made a huge gap between master smiths, and +20 to experimentation smiths. And nothing worse than fueling the difference between the haves and the have-nots. This would have been like making it where, in a duel between two Riflemen, a rifleman with a +20 to rifle something (speed, accuracy, whatever) would *always* beat the "plain" master rifleman, even if the "plain" master rifleman had a better weapon
Have the system take into account the maximum value on gated resources. IE: If you are making something with plumbum iron (which cannot get a CO over a hundred something), it would use that hundred something as the CO max for the plumbum in the calculations, and not 1,000
And
Make it where a master can "max out" at two points less than the EXP they get at master. This way there is still room for variation between weaponsmiths who aren't +20 to exp, while still giving those with +20 to exp a noticeable bonus.
Those were the two biggest complaints with the crafting nerf :
Because of gated resources, it would make things like Advanced Rifle Barrels next to useless (a minor damage increase with a minor speed loss isn't enough to make it worth the resources, but when I can dump my extra points into accuracy, too, it makes 'em worthwhile)
The patch made a huge gap between master smiths, and +20 to experimentation smiths. And nothing worse than fueling the difference between the haves and the have-nots. This would have been like making it where, in a duel between two Riflemen, a rifleman with a +20 to rifle something (speed, accuracy, whatever) would *always* beat the "plain" master rifleman, even if the "plain" master rifleman had a better weapon
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